Monster
From Neverend
Contents |
[edit] Population
Monsters generate when players are not within the area. They generate with density level, population, and challenge level. These are based on nearby players, and will adjust accordingly by rechecking the area for players. Populationdetermines how many units will exist in a given area. Density determines how many of those units will exist as smaller or larger creatures. Challenge determines how powerful those monsters are. Density varies randomly, and will associate monster size based on the number of units available. If there are 15 units of monsters in an area, it may decide to have 3 large creatures of 5 units each, 5 big creatures of 3 units each, 15 regular size creatures, or 30 small creatures equal to 2 per unit. There will usually be a random variety of creature sizes. Any uneven remainders are turned in to extra regular or small creatures. Population descreases when monsters are killed.
Monster challenge, besides adding skills and stats based on nearby players, also gives classes and monster types that are most effective against a certain type of player. Mages, ranged attackers, tanks, rogues, energy and projectile throwers, stone throwers, clerics and other types of monsters will tend to be present when particular player types are nearby. Enchanters, buffers, debuffers, psionics, shapeshifters, charmers, clerics, healers, druids, rangers, summoners, necromancers, and other advanced classes will be present at higher skill levels. A mage player will find archers and fighters waiting for him. A fighter will find mages and archers. By targetting the weaknesses of player classes, players are encouraged to bring NPCs and players who can make up for these weaknesses. Monsters positioning allows monsters to take full advantage of the terrain, setting up ambushes, hiding behind rocks, luring players in with weak monsters will stronger monsters wait nearby, setting up physical and magical traps, negative enchantment areas, illusions, and physical obstacles. Appropriate monster types will take advantage of the best terrain, such as archers on ledges and high ground, and fighters in front, with mages at the rear. They will seperate if the space is occupied to prevent monsters from trying to stand in the same space, so some will be forced out of ideal positioning and simply take the next best position or a non-strategic position. Others will wander, patrol, scout, spy, and report players.
[edit] Monster faction
Players can become allies with some monsters and evil NPCs. This requires a lot of peaceful actions, avoiding attack, healing, giving offerings, protecting and defending, communicating, performing requests, and attacking for that faction. Eventually one may gain positive faction with that type of monster or NPC, and be able to go in to a camp or lair unharmed. Once in, they may be treated mistrustfully, with contempt and disdain, insults, bad shop prices, refusal of services, and other mistreatment. Faction must be raised further for them to actually like the player, respond with greetings, courtesy, friendship, etc. The next step is access to weapons and equipment, services, commanding others to fight, fighting with others on raids and attack parties, defending territory, and eventually leadership of monster territories. Players can eventually live in and lead bandit camps, orc and goblin camps, undead dwellings, kobold caves, etc.
Players can live among unintelligent creatures such as lizards, wolves, spiders, and scorpions, where they will become classified as a Wild Person. They will gain the "animal" skill, and eventually receive bonuses to attack and strength, and gain animal abilities such as detection, and hand to hand and melee attacks based on animal attacks, such as claw, bite, and scorpion sting, performed with a weapon or with hands and mouth. It is very difficult to gain faction in this way, and requires a great deal of defending against others, and attacking for others, including attacking rival animals. The highest level of faction allows commanding those animals as troops and giving orders.
Having more than one monster faction is generally prohibitive to time, as well as conflicts such as bandits and wolves. It is possible to gain some mediocre faction with different enemies, but it will decrease over time, when spending time with human civilization, and when killing those monsters. One is usually isolated from human civilization at the same time, and will fight off human NPCs and players to protect their territory. Gaining faction has a more permanent affect compared to taming and slavery, which only focus on individuals and are temporary. Faction has the following paths:
Dragon master Wolf master Orc master Lizard master Tiger master Bear master Kobold king Bandit king Death knight Death mage Rogue king Assassin king Rat lord Cat lord Bat lord Insect lord
[edit] Taming
Monsters can be tamed with taming skill, mind control, enchantments, and slavery. Intelligent monsters and NPCs can be tamed with bribery, threats, and slavery.
[edit] Friendly
Friendly monster encounters include peaceful monsters who may offer healing, magic, regeneration, temporary enchantments, food, clothing, temporary equipment, rare equipment, and other benefits. Friendly monsters include dryads, nymphs, faeries, pixies, sprites, water spirits, tree spirits, ents, wisps, friendly spirits, friendly ghosts, etc. If killed, they may provide rare ingredients to crafters, but will have lower reputation and morality for killing them. One can gain better reputation by dealing with them peacefully, giving fruit and other gifts, dancing or using an intrument, brawling, playing, or other activities. They will usually give a gift of some kind if they haven't given one in some time. If pestered too much, they will flee.
[edit] TBA
- Boggle, bogill, Gobel, scratch, crankbrot, pumpernickel, droll, hoblen, goblin/hobgoblin
- Bugaboo, ghrem, grimm bogey ghost/poltergeist/phantom
- coppernickel, mining goblin
- vaett, goblin of dwarf stature
- grima, goblinus, a goblin spirit
- kobaloi, a thieivng rogue spirit
- cauchemar, nightmare
- Truzlan, troll
gremlin, small creature blamed for mechanical failures, stealing money and food
- brownie, benevolent goblin supposed to haunt old farmhouses
- troll-bull, supernatural bull used by trolls
- troll-boar, supernatural boar used by trolls
- troll magician, troll wizard, uses "troll drum" to cast magic
- fool's fire, wisp in forests
- corpse fire, corpse light, corpse candle, graveyard wisp
foxfire, wisp found in caves and near mushroom formations
- irrbloss, walking fire, flickering fire, spunkie, flamey, wandering light, a wisp
- Lider, demon that shapeshifts to a wisp for travel
- Jacho, ghostly boogeyman on fire, uses fire magic
- shellycoat, bogeyman near rivers, makes a shell chime noise when walking, drops sea shells
- black dog, Barghest, a large supernatural dog with red eyes, appears at night and disappears if unharmed
- black dog (puppy), a puppy sized supernatural black dog that appears and plays with people, disappearing if unharmed
- bloody bones, a unique undead creature, powerful melee, eats raw meat and corpses
- night bat, a bat that appears at night
- scrag, troll that stays in deep rivers and in rocky areas next to oceans
- knocker, ghost that knocks on doors at night and attacks if opened
- hobholard, hobgoblin
- boggybo, dobbie, hobthrust, fetch, kelpie
- kheros, urchin, hunched humanoid in rags
- satyr
- fauns
- sirens
- centaur
- nymph
- imp
- incubus
- specter
- spectre
- imp
- troll
- apparition
- ghost
- pixie
- giant
- dwarf
- goblin
- sylph
- Beggar (monster), humanoid that acts like a begging peasant until approached
- wraith
- kobold, a gray monster that lives in caves
- hobgoblin, short goblin that uses sneaking and stealing
- leprechaun, a short and ragged clothed trickster found in fields of tall grass. when confronted, will randomly offer one of several tricky scenarios that results in outwitting the player, unless the player knows how to solve the situation, rewarding the player with gold and other treasure.
- Clurichaun, a drunk leprechaun with ragged clothes, carries a bottle and drinks from it, can use dogs and sheep as mounts, interacts with those who have jobs at wine cellars and breweries, resulting in alcohol being turned to vinegar if a negative interaction, and a surplus of items or a protective building enchantment if a positive reaction
- fire drake, a red drake that uses fire breath and shoots fireballs
- doppleganger,changeling,a shapeshifter that takes exact appearance, clothing, armor, and stats of a humanoid target
- spoorn, men-in-the-oak, hell-wains, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pictrees, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, redcaps, yeth-hounds, colt-pixies, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, waffs, flay-boggarts, gallytrots, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks necks, waiths, miffies, buckies, guests, swarths, freiths, freits, gy-carlins Gyre-carling, pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, boggleboes, bogies, redmen, portunes, grants, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kors, mares, korreds, puckles korigans, sylvans, blackmen, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, scrats, mahounds, trows, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, nisses
- warlock, human wizard
- succubuses
- sprite, a bright glowing faerie that darts quickly when flying, and hovers
- Feogan, a dark, shaggy furred humanoid that moves on all fours, attacking like an ape
- Fiend, a dark four legged monster
- Davy, a pirate captain spirit that appears to hover the ocean during storms, can fly, teleport, and attacks crew on ships. Can have 2-4 minions resembling ghostly and skeletal pirates
- Fardarrig, a humanoid wearing ragged red clothes and a red hat, gives insults and taunts, gives the location of a trap, several monsters, a tough monster, a ravine, a cliff, or a dead end, and describes it as a hint of treasure
- banshee, a screaming ghost that comes out of doors and hallways, flying randomly
- shadow, a translucent black ghost that can disappear in shaded areas
- Mormo, a female vampire
- ghoul, a bald, pale gray or white zombie
- gnome, a very miniature friendly dwarf, found near mushroom fields, in caves, and in mines. Have occupations such as miner, tinkerer, trader, woodworker, blacksmith, glassworker, clothspinner, cook, bartender, brewer, engineer. Gnomes look forty and older, most have short and long bears, wear glasses, and have fancy gnome clothing.
